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<!--Generated by Squarespace Site Server v5.11.5 (http://www.squarespace.com/) on Fri, 30 Jul 2010 00:48:13 GMT--><rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:rss="http://purl.org/rss/1.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:admin="http://webns.net/mvcb/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:cc="http://web.resource.org/cc/"><rss:channel rdf:about="http://www.tentoed.com/gamedesign/"><rss:title>Children's Game Design &amp; Research Blog</rss:title><rss:link>http://www.tentoed.com/gamedesign/</rss:link><rss:description>Discussion on industry trends, and how to make great games for kids.</rss:description><dc:language>en-US</dc:language><dc:date>2010-07-30T00:48:13Z</dc:date><admin:generatorAgent rdf:resource="http://www.squarespace.com/">Squarespace Site Server v5.11.5 (http://www.squarespace.com/)</admin:generatorAgent><rss:items><rdf:Seq><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/6/6/how-to-succeed-at-your-internship-by-really-really-trying.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/5/28/kid-friendly-board-games-you-should-know-card-games-too.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/5/3/live-blogging-dust-or-magic-appcamp-the-seven-kisses-of-deat.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/5/3/quizzes-educational-games.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/4/23/visual-thinking-in-mathematics-and-a-game-called-arithmaroo.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/4/15/building-a-preschool-iphone-game-part-3.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-little-hands-foul-moods-runny-noses-3.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-the-4-most-important-emotions-for-soc.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-designing-for-kids-and-parents-playin.html"/><rdf:li rdf:resource="http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-research-on-design-patterns-for-effec.html"/></rdf:Seq></rss:items></rss:channel><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/6/6/how-to-succeed-at-your-internship-by-really-really-trying.html"><rss:title>How to Succeed at Your Internship, By Really Really Trying</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/6/6/how-to-succeed-at-your-internship-by-really-really-trying.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-06-07T02:55:30Z</dc:date><dc:subject>career</dc:subject><content:encoded><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 250px;" src="http://www.tentoed.com/storage/post-images/internwithgrover.jpg?__SQUARESPACE_CACHEVERSION=1276625346928" alt="" /></span><span class="thumbnail-caption" style="width: 250px;">The author as an intern, Summer 2001</span></span>Sing it with me now.&nbsp;Schoooooool&rsquo;s out. For. Summer! In the television and video game industry worlds, this means offices are filling with college students on summer internships. If you were lucky enough to secure one of these coveted positions, you may be wondering what you can do to turn this internship into a real job. Read on, young grasshopper. (If you haven&rsquo;t snagged your dream internship yet, check out <a href="http://www.tentoed.com/gamedesign/2009/12/27/how-to-land-an-internship-in-the-childrens-television-or-vid.html">my earlier article</a> on how to get your foot in the door.)</p>
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<li>Don&rsquo;t always speak up. You may be the energetic type that&rsquo;s always contributing to class discussions at school. The office is not school. Do your best to LISTEN and observe for the first half of your internship. This goes double for meetings. In a creative office, you may be privileged to sit in on meetings where a project in production is being discussed. Be very cautious about throwing in your &ldquo;Well, why don&rsquo;t we do it this way,&rdquo; and &ldquo;But that&rsquo;s lame, you should do xyz.&rdquo; You are the new kid on the block, and this project probably began months before you arrived. There are several stakeholders involved, and there may be politics and months of work you can&rsquo;t see behind decisions that have been made. Because you are new, it&rsquo;s very possible that suggestions you offer in a meeting will only slow everyone down because you are covering ground they covered before you arrived. A contribution you offer could, for example, be interpreted as a criticism by a sensitive writer you are only just getting to know. Only give your opinion in a meeting when you are asked for it, or in a brainstorm setting where everyone is contributing. If an idea is burning in your mind that you really want to share, or something doesn&rsquo;t make sense to you, discuss it with your supervisor in private after the meeting.&nbsp;Two months or so into your internship, you should have a better feel for the office and when it is appropriate to interject. But until then, use caution.&nbsp;</li>
<li>You are there to support your supervisor(s). It is your job to make them look good. At times, it may seem like they are taking credit for your work. This is OK, to a point. The realities of fast-paced team production work mean that individuals don&rsquo;t always get properly thanked for all of the nitty gritty details they take care of. Many of the things you do will be lumped in with the work of others. In minor cases, take it as a compliment. Obviously you don&rsquo;t want to be taken advantage of, but if your supervisor realizes you are helping him look good, he will reward you soon enough.&nbsp;</li>
<li>Understand that your office likely has a revolving door of interns. Don&rsquo;t take it personally if some staffers are cold to you or don&rsquo;t remember your name. They may resent having to train you, because training is tiresome, and they may have new interns 3 or 4 times a year. Don&rsquo;t let cold treatment phase you. If you&rsquo;re warm to them, they will probably warm up to you in time.</li>
<li>Do not use Facebook, IM, or do any other sort of personal web browsing, ever. People can see your computer screen, and you will look like a slacker. You will look bored to be at this office. Yes, you will see staffers doing it. That doesn&rsquo;t mean you should. If you have down time, make it your job to find something productive to do. If your supervisor isn&rsquo;t in the office or doesn&rsquo;t have any work to give you, ask her if you can offer help to other staffers in the office. If that comes up dry also, ask if you can read some current or recent design documents or scripts. Take advantage of all the time you get in that office!</li>
<li>Learn to love filing. When I was an intern, I did a LOT of filing. That was nine years ago. There is probably less paperwork today, since many things are now processed digitally. But as long as we still need ink signatures, there will continue to be some filing. You have to read at least part of a document to know where to properly file it away. This is great! You will see so many interesting things. Contracts. Budgets. Script drafts. Design documents. Read it all! Maybe not every word, but definitely take a look.</li>
<li>If you want to get hired at this office when your internship is over, do everything you can to make yourself irreplaceable. Work as many days of the week as you can. If you&rsquo;re only in the office three days a week, your boss will learn to fend without you on those other two days, and that&rsquo;s not something you want her to learn. Do whatever you can to be there five days a week, and work your tail off every day. The goal is to have them panic when your internship comes to a close, because they can't imagine what they'd do without you. &nbsp;Perhaps they'll offer you a job to get you to stick around!</li>
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<div>Congratulations! &nbsp;You're in the industry now. &nbsp;Best of luck!</div>
<p>&nbsp;</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/5/28/kid-friendly-board-games-you-should-know-card-games-too.html"><rss:title>Kid-Friendly Board Games You Should Know (Card Games, Too!)</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/5/28/kid-friendly-board-games-you-should-know-card-games-too.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-05-28T23:32:46Z</dc:date><dc:subject>educational games tabletop games</dc:subject><content:encoded><![CDATA[<p>Earlier this month at <a href="http://dustormagic.wikispaces.com/AppCamp" target="_blank">Dust or Magic AppCamp</a>, we spent part of an afternoon with a panel of kid gamers, aged 4 to 13.&nbsp; They passed the mic around, and were asked to say what their favorite game was.&nbsp; The 4 year old said "<a href="http://www.boardgamegeek.com/boardgame/14076/the-ladybug-game" target="_blank">Ladybug</a>," and we adults in the audience pressed her for more information about it, because no one had heard of it.&nbsp; She said it was a board game.&nbsp; Everyone laughed. &nbsp;Poor kid.</p>
<p>We Americans don't take board games very seriously.&nbsp; Video games are at the forefront of consumers&rsquo; minds these days.&nbsp; A <a href="http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all" target="_blank">recent article in Wired magazine</a> suggested board games lack popularity in the US because most American board games don't ask players to strategize very much, and the winner is generally determined early on in the game.&nbsp; That leaves the other players to painfully and politely play along until the game is complete, which in the case of <em>Monopoly</em>, could take hours.&nbsp; But not all board games are this boring.</p>
<p><span class="full-image-float-right ssNonEditable"><img style="width: 300px;" src="http://www.tentoed.com/storage/post-images/boardgames.jpg?__SQUARESPACE_CACHEVERSION=1275090050974" alt="" /></span>As a game designer, I feel playing board games gives me an edge, because board game mechanics are more obvious than those in video games.&nbsp; For example, if a game is 4 rounds of 3 turns for each player, you can think about why the designer made it that way, why he chose all of the elements the game includes, and how the game would be different if you changed any one of those things. &nbsp;You can see all the parts of the game right in front of you at once. &nbsp;In fact, many video game designers build paper prototypes of their games and playtest them with friends before they begin investing time developing a computer version.</p>
<p>Here are some kid-friendly board games I think any children's game designer would find interesting:</p>
<p><a href="http://www.wunderland.com/LooneyLabs/Aquarius/" target="_blank">Aquarius</a>:&nbsp; Ages 5+&nbsp; This game operates much like dominoes.&nbsp; Cards have colorful illustrations of air, earth, fire, water, and ether on them.&nbsp; On your turn, you lay one card down on the table, the next player must attach a card that connects to one of the elements already in play.&nbsp; The goal is to connect seven cards of your goal element together.&nbsp; I confess that part of the appeal of this game for me is that the rules state the player with the longest hair goes first, and with waist-length hair, that is usually me.&nbsp; There isn&rsquo;t much strategy in this one, other than trying to fool your fellow players into thinking your goal element is something other than what it is.&nbsp; If you're too obvious with your moves, your friends may try to block you.&nbsp;</p>
<p><a href="http://wunderland.com/LooneyLabs/Fluxx/" target="_blank">Fluxx</a>:&nbsp; Ages 8+&nbsp; This card game is very simple.&nbsp; Each player starts with 3 cards and on your turn, you draw one card from the deck, and play one card from your hand.&nbsp; Pretty soon, it becomes more complicated because cards in the deck allow you to modify the rules.&nbsp; Certain cards allow you to set a goal for the game that determines how to win.&nbsp; But of course that can change too, if you play a card with a different goal.&nbsp; It&rsquo;s very silly, and it appeals to kids because who hasn't wanted to change the rules now and then?&nbsp; It's also a good exercise in reading directions and following them, which is something <span style="text-decoration: line-through;">kids</span>&nbsp;we all have trouble with sometimes.&nbsp;</p>
<p><a href="http://www.google.com/products/catalog?q=guillotine+card+game&amp;cid=13143717750827457319#" target="_blank">Guillotine</a>:&nbsp; Ages 8+&nbsp; Another card game.&nbsp; This one's a bit morbid, but in a comic way.&nbsp; In <em>Guillotine</em>, you play an executioner, and your goal is to kill only the people the public despise in order to get the highest score.&nbsp; One set of cards forms a line to the cardboard stand-up guillotine, and on your turn, you collect the person at the front of the line.&nbsp; Action cards in your hand allow you to strategically change the order of the line.&nbsp; Not super educational, but you do have to strategize when the right time is to play each action card in your hand, and the French Revolution theme may expose a child to people he didn't know about before, like Robespierre, and Marie Antoinette. &nbsp;</p>
<p><a href="http://www.blokus.com/" target="_blank">Blokus</a>:&nbsp; Ages 8+&nbsp; A visual strategy game where each player has an identical set of polyomino pieces, which is just a fancy word that says all the pieces are made out of different arrangements of squares, like <em>Tetris</em> pieces.&nbsp; Unlike <em>Tetris</em> though, the pieces are made out of different numbers of squares.&nbsp; Your goal is to use as many of your pieces as you can, and the winner is the player who finishes with the least number of pieces left over.&nbsp; A great visual math game.&nbsp; The manufacturer says this game is for ages 5 and up, and while young kids may be able to play, you need a level of sophistication in thinking to really plan a strategy.&nbsp; Without that ability, young children may get bored.</p>
<p><a href="http://wunderland.com/LooneyLabs/Chrononauts/" target="_blank">Chrononauts</a>:&nbsp; Ages 12+&nbsp; In <em>Chrononauts</em>, you play a secret agent with a mission that you must travel back in time to achieve.&nbsp; It&rsquo;s another card game, but in this one you create a sort of board by laying out many of the cards in a timeline that goes back to the assassination of President Lincoln in 1865, and has a card for many significant events through 1999, the year the game was published.&nbsp; If playing this with children, I highly recommend also purchasing the recently published <a href="http://wunderland.com/LooneyLabs/Chrononauts/GoreYears.html" target="_blank">"Gore Years" expansion</a> so you&rsquo;ll be playing with recent history she&rsquo;ll be able to remember.&nbsp; This expansion continues the timeline through the election of President Obama in 2008.&nbsp; The game is very interesting, because actions players take reverse events in history, which cause 'ripple' effects that alter other historical events.&nbsp; A great game to play with kids studying history.</p>
<p><a href="http://www.google.com/products/catalog?q=settlers+of+catan&amp;cid=10224802017613423351&amp;ei=ZVgATNrYB6ng2ATAofHICQ&amp;sa=title&amp;ved=0CAcQ8wIwADgA#p" target="_blank">Settlers of Catan</a>:&nbsp; Ages 12+&nbsp; A classic that is recently gaining fame in the United States.&nbsp; It's a good strategy game to start with because it appeals to a lot of people.&nbsp; It's a crowd-pleaser.&nbsp; The game features a board of hexagonal tiles that you layout, and can thus alter in subsequent games.&nbsp; Each player settles cities on different areas of the board, and you win by building roads and increasing the size and number of your cities (not unlike trading up from houses to hotels in <em>Monopoly</em>).&nbsp; Settling in different locations gives you different resources.&nbsp; Forests mean you'll have wood, meadows mean you can raise sheep, fields mean you'll have wheat and so on.&nbsp; It's difficult to get all the resources you'll need on your own, and so you'll have to negotiate with other players to get the resources you'll need.&nbsp; The game is so popular that it's been released in video game form on XBox Live, and iPhone. &nbsp;It'll be released in mid-June <a href="http://www.wired.com/gamelife/2010/05/catan-playstation-3/" target="_blank">on the PS3</a>.</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/5/3/live-blogging-dust-or-magic-appcamp-the-seven-kisses-of-deat.html"><rss:title>Live Blogging Dust or Magic AppCamp: The Seven Kisses of Death in Children's Interactive Media</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/5/3/live-blogging-dust-or-magic-appcamp-the-seven-kisses-of-deat.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-05-03T18:58:27Z</dc:date><dc:subject>conferencenotes</dc:subject><content:encoded><![CDATA[<p><a href="http://www.carolynmiller.com/">Carolyn Handler Miller</a> is not someone I knew of before this event, but now that I have met her, I think she's a rock star!&nbsp; She has worked on tons of great interactive products for kids, and she has terrific intuition.&nbsp; Here are my notes on the talk she just gave.</p>
<p><strong>Seven Kisses of Death for Kids Games</strong><br />1) Kids Love Anything Sweet<br />&nbsp;&nbsp; &nbsp;True for food, not entertainment<br /><br />2) Give &lsquo;Em What&rsquo;s Good for &lsquo;Em<br />&nbsp;&nbsp; &nbsp;The medicinal approach.&nbsp; Too heavy of pedagogy, too light on fun.<br /><br />3) You&rsquo;ve Just Got to Amuse &lsquo;Em<br />&nbsp;&nbsp; &nbsp;Junk food<br /><br />4) Always Play It Safe<br />&nbsp;&nbsp; &nbsp;Don&rsquo;t always remove action, conflict and tension.&nbsp; Too safe = too boring.<br /><br />5) All kids are created equal.<br />&nbsp;&nbsp; &nbsp;Kids games are not one size fits all.<br /><br />6) Explain everything<br />&nbsp;&nbsp; &nbsp;Adult fear of not being clear.&nbsp; Faulty assumption that kids can&rsquo;t figure things out on their own.<br /><br />7) Makes Sure All Characters Are Wholesome!<br />&nbsp;&nbsp; &nbsp;Yes we want positive role models, but if they are too positive and perfect, they will be dull.<br /><br /><strong>Ten Ways to Avoid the Kisses of Death</strong><br />1) Devise a Way to Hook Your Players<br />&nbsp;&nbsp; &nbsp;Build a compelling mission, goal or challenge.&nbsp; Should be clear-cut, easily understandable or highly desirable.<br /><br />2) Inject Meaningful Tension<br />&nbsp;&nbsp; &nbsp;Add excitement without violence, essence of drama.<br />&nbsp;&nbsp; &nbsp;Some techniques: The ticking clock - must succeed by certain time. &nbsp;<br />&nbsp;&nbsp; &nbsp;Conflict/Opposing characters after same goal.&nbsp; Challenges to overcome.<br /><br />3) Offer Genuine Substance.<br />&nbsp;&nbsp; &nbsp;Kids are hungry for meaningful content / themes (pic of The Lion King, treachery, murder, courage)<br /><br />4) Create Characters Who Are Multifaceted and Dynamic<br />&nbsp;&nbsp; &nbsp;Example: Mia the Mouse, not perfect, overly curious, tiny but plucky, gets into &nbsp;&nbsp; &nbsp;trouble, has an enemy character.&nbsp; Kids can identify with non-perfect characters.<br /><br />5) Create System of Rewards<br />&nbsp;&nbsp; &nbsp;Rewards: Powerful Motivators, incentives to keep going, ways to measure progress<br /><br />6) Make Product Easy to Understand and Use<br />&nbsp;&nbsp; &nbsp;Classic picture books model.&nbsp; In interactive media, this translates into good interface design. No lengthy explanations, intuitive and enjoyable experience, like looking at a picture book.<br /><br />7) Make Product Adjustable to Child&rsquo;s Abilities<br />&nbsp;&nbsp; &nbsp;Provide easy or difficult levels or challenges.&nbsp; Many advantages: Avoids frustrating beginning players.&nbsp; Keeps more skillful players challenged, involved.&nbsp; Makes product more repeatable for child.<br /><br />8) Supply Liberal Doses of Humor<br />&nbsp;&nbsp; &nbsp;Humor adds life and color, makes product fun.&nbsp; Caution: Kids humor is not the same as adult humor.<br /><br />9) Build in Meaningful Interactivity<br />&nbsp;&nbsp; &nbsp;Player&rsquo;s choices should have an effect and impact.&nbsp; Interactivity should be abundant.&nbsp; Should not be overly repetitive.<br /><br />10) Respect Your Audience<br />&nbsp;&nbsp; &nbsp;Don&rsquo;t talk down, understand who they are, give them something worthwhile.</p>
<p>For more details, see <a href="http://childrenandmedia.ning.com/photo/albums/7-kisses-of-death-and-10">slides</a>.</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/5/3/quizzes-educational-games.html"><rss:title>Quizzes ≠ Educational Games</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/5/3/quizzes-educational-games.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-05-03T15:32:49Z</dc:date><dc:subject>educational games educational video games</dc:subject><content:encoded><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><a href="http://www.flickr.com/photos/arsisa/76360914/" target="_blank"><img src="http://www.tentoed.com/storage/post-images/girlsatcomputer-arsisa.jpg?__SQUARESPACE_CACHEVERSION=1272901331588" alt="" /></a></span></span>I&rsquo;ve heard it said that the English language is inadequate.&nbsp; Because we have fewer words than other languages, there are some things we can&rsquo;t say or accurately describe.&nbsp; One of these instances is that we have no word or phrase for &lsquo;educational quiz program&rsquo;.<br /><br />Browse things labeled as &lsquo;educational games&rsquo;, and you are sure to find many of them.&nbsp; Programs where the &lsquo;player&rsquo; (or perhaps in this case, &lsquo;user&rsquo; is a more accurate word) is asked a series of questions.&nbsp; Which one of these items will fit in the gap shown?&nbsp; Click the word that starts with the letter L.&nbsp; Sort these numbers into powers of 2 and powers of 3.&nbsp; There are a few different definitions of the word &lsquo;game&rsquo; out there, but set ups like this don&rsquo;t really fit into any of them.<br /><br />To me, programs like this are not games because you either know the answer, or you don&rsquo;t.&nbsp; If you do, you might enjoy yourself because it feels good to be correct, and computers are good at giving positive feedback.&nbsp; But if you don&rsquo;t know the answer, you&rsquo;re generally left to guess.&nbsp; Maybe the program will have helpful feedback that you&rsquo;ll be in the mood to listen to and remember, but maybe not.&nbsp; In any case, the experience isn&rsquo;t likely to feel game-y at all, if you don&rsquo;t know the answers the program is looking for.<br /><br />Take the experience of many of these so-called educational games, and try to recreate them in person with a child.&nbsp; If another person asked the child afterward, &ldquo;Did you enjoy the game,&rdquo; I venture to guess the child would say something along the lines of &ldquo;Oh, we didn&rsquo;t play a game. The lady just asked me a bunch of questions.&rdquo;<br /><br />So why are so many computer quiz programs calling themselves games?&nbsp; Beats the heck out of me.&nbsp; I suppose it&rsquo;s part of the &ldquo;Kids won&rsquo;t even realize they&rsquo;re learning!&rdquo; phenomenon.&nbsp; I don&rsquo;t know where that comes from either.&nbsp; Adults who use this phrase must have hated learning when they were growing up, if they can&rsquo;t remember what is inherently fun about it.&nbsp; My question is, why are these adults attempting to teach, if they hated learning so much?&nbsp; Another possibility is that adults who don&rsquo;t play games observe that children enjoy playing video games, and they assume children will find anything to be fun, so long as it is delivered via a video game system or computer.&nbsp; Clearly these adults do not really comprehend games at all.<br /><br />There are times when drill and practice is necessary to master a topic, and a computer program might well be a useful tool.&nbsp; But &lsquo;game&rsquo; is not an accurate word to describe the experience.&nbsp; Shall we try to coin a new phrase?<br /><br />My stake in the matter is that I want &lsquo;educational games&rsquo; to have less of a dirty stigma.&nbsp; The number of educational quizzes poisoning the educational games category is so pervasive that many kids assume that&rsquo;s what all educational games are.&nbsp; Parents sometimes fall in this trap, too.&nbsp; I recently read a review of an educational game where a parent left one star and said, among other things, &ldquo;The game never asked any educational stuff.&rdquo;&nbsp; Ouch!<br /><br />Last week, I sat down with my Girl Scout troop to play <em>Fluxx</em>.&nbsp; Before I even had the cards out of the sleeve, one of the girls said, &ldquo;Is this an educational game?&nbsp; I&rsquo;m not playing an educational game.&rdquo;&nbsp; I told the girls I had a theory that all games were educational, it was just a question of what you were learning.&nbsp; A different girl said &ldquo;What about <em>Hide and Seek</em>?&rdquo;&nbsp; I paused to think about it a moment, and responded, &ldquo;Well, to play <em>Hide and Seek</em>, you have to think about the people you&rsquo;re playing with, and where they might hide, or where they would look, right?&nbsp; That&rsquo;s creative thinking.&rdquo;&nbsp; Actually, I suppose it&rsquo;d be more accurate to say it&rsquo;s metacognitive analysis.&nbsp; But <em>Hide and Seek</em> is clearly a strategy game.&nbsp; The first several times you play, you may hide and look in the same few places.&nbsp; Under the bed.&nbsp; Under the kitchen sink.&nbsp; In the closet.&nbsp; But play it enough and many players get more creative.&nbsp; They hide behind the billowy curtains that reach all the way to the floor.&nbsp; Or under a pile of stuffed animals.&nbsp; Maybe in an unmade bed with a lot of pillows and blankets.&nbsp; I remember sneaking from one hiding place to a place I had already heard the seeker check.&nbsp; That&rsquo;s leveling up into <em>Advanced Hide and Seek</em>!&nbsp; (Or maybe it was just cheating.)&nbsp; Regardless, there was clearly learning going on.<br /><br />I don&rsquo;t think we&rsquo;ll ever reach a point where most kids seek out educational games.&nbsp; Kids do spend hours in school each day, and no one could blame them for wanting to relax and not purposefully learn something every moment of the day.&nbsp; And then there&rsquo;s always the social stigma of not wanting to appear too smart.&nbsp; Educational games will probably never be as cool as action games or fighting games, at least in the popular sense of the word.&nbsp; But I&rsquo;m okay with that.&nbsp; I just want my genre to get more respect!<br /><br />What is an educational game then, you may ask?&nbsp; (If the one star review parent above is reading, I hope she asks.)&nbsp; I believe an educational game is one that was deliberately designed to make the player think about, or experience something academically or practically useful.&nbsp; Some examples would be <em>Lemmings</em>, <em>World of Goo</em>, and <em>Enigmo</em>.&nbsp; In each of these games, the player must think about how to solve a new problem each level, using only a limited number and type of tools and supplies.&nbsp; The <em>Carmen Sandiego</em> series games give children an experience of real world geography as they do the familiar video game task of pursuing a criminal.&nbsp; <em>The Oregon Trail</em> simulates the experience of leading a family across the country in a conestoga wagon, with challenges the pioneers would have faced.&nbsp; <br /><br />Many of these examples have been around for decades, are still popular with kids today, and are fondly remembered by those of us who grew up with them.&nbsp; See?&nbsp; Educational games don&rsquo;t have to be experiences to endure just because they&rsquo;re good for you.﻿</p>
<p><em>Photo by <a href="http://www.flickr.com/photos/arsisa/76360914/">ArSISa7</a>, shared via Creative Commons.</em></p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/4/23/visual-thinking-in-mathematics-and-a-game-called-arithmaroo.html"><rss:title>Visual Thinking in Mathematics, and a Game Called Arithmaroo</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/4/23/visual-thinking-in-mathematics-and-a-game-called-arithmaroo.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-04-23T19:25:15Z</dc:date><dc:subject>apps educational games educational video games iiphone</dc:subject><content:encoded><![CDATA[<p>Math educational products like textbooks, games, and TV shows such as <em>Square One</em> and <em>Cyberchase</em>, are often written by people who are &ldquo;good at math.&rdquo;&nbsp; When I say good at math, I mean people who did well in school at it.&nbsp; It&rsquo;s an important distinction.&nbsp; In the United States, math is traditionally taught as a set of procedures to memorize.&nbsp; To a lot of people, that&rsquo;s all math is.&nbsp; People who rise to the top of this system and earn degrees in mathematics don&rsquo;t see what&rsquo;s wrong with it, because the system worked so well for them, and so we keep perpetuating much of the same things in math ed.<br /><br />The thing is, you don&rsquo;t have to be good at memorizing procedures to be good at math.&nbsp; You might have to be to succeed on standardized tests, but that&rsquo;s a different matter. &nbsp;<br /><br />I did kind of poorly in math myself, growing up.&nbsp; I definitely fell into the camp of kids who simply thought &ldquo;I&rsquo;m not good at math.&rdquo;&nbsp; Now that I&rsquo;m grown, I realize I need to think about math visually, not as a set of symbols.&nbsp; For example, I never remember what 3 + 7 is, but I&rsquo;ve learned to think of it as 4 + 6, which I know is 10.&nbsp; I suspect the only reason I know 6 + 4 is 10 is because I quickly internalized that 5 + 5 = 10, and I had some years of practice remembering six and four are each one away from five.&nbsp; Maybe with time I&rsquo;ll remember by rote that 3 + 7 is 10, but it&rsquo;s been over twenty years since I was made to memorize the addition facts in school, and it hasn&rsquo;t happened yet, so we shall see.<br /><br />When I think of these concepts in my head, I don&rsquo;t really see the symbols 3 and 7, or 4 and 6, or even 5 and 5.&nbsp; What I do see are visual representations of five and five.&nbsp; I simply shuffle the cubes in my mind until they&rsquo;re organized in clusters I can work with.&nbsp; If I&rsquo;m calculating a 15% tip on $35.00, I know I need $1.50 for each of the three sets of $10, and then half of that again (75 cents) for the remaining $5.&nbsp; $5.25.<br /><br /><span class="full-image-float-left ssNonEditable"><span><a href="http://arithmaroo.com/"><img src="http://www.tentoed.com/storage/post-images/Arithmaroo16.jpg?__SQUARESPACE_CACHEVERSION=1272051068182" alt="" width="225" height="337" /></a></span></span>What makes the new iPhone game <a href="http://arithmaroo.com/">Arithmaroo</a> so awesome is that it supports visual thinking of quantities.&nbsp; I wish I had made this game!&nbsp; A similar idea has been kicking around in my mind for a few years, but I had conceived of it a little differently, and I dare say, Arithmaroo is better than what I had thought of.&nbsp; Bravo!<br /><br />Playing Arithmaroo is very simple.&nbsp; The player is presented with different arrangements of numbers, and you are to select the corresponding numeral from the grid at the bottom of the screen.&nbsp; If right-brain thinkers like me are ever going to succeed at performing math at the speed that symbol-oriented rote memorization thinkers do, Arithmaroo is great exercise.&nbsp; Equally important, Arithmaroo gives visual thinkers an opportunity to play an overtly mathematical game and experience success.&nbsp; Hurrah!<br /><br />And lest you think I&rsquo;m no good at math, I protest.&nbsp; My boyfriend may be getting a degree in mathematics, and he may have passed several levels of advanced calculus with flying colors (Who even knew there were different levels of calculus?) but I can run circles around him efficiently packing the dishwasher, a suitcase, or the trunk of a car.&nbsp; I can also cut a perfectly straight line into a roll of wrapping paper like there was nothing to it.&nbsp; These tasks are all mathematical, they&rsquo;re just spatial and not procedural.&nbsp; I can&rsquo;t truly comprehend the way some people find spatial tasks difficult, and in this way, I&rsquo;m not much different from teachers and school administrators don&rsquo;t understand why some students just can&rsquo;t seem to do well in math class. Three cheers to Arithmaroo for bringing other ways of thinking about math to a video game for kids!<br /><br />Arithmaroo is available <a href="http://itunes.apple.com/us/app/arithmaroo-1-a-counting-math/id353711794?mt=8">on the App Store</a> for $1.99.&nbsp; Today only (Friday 4/23/2010), the game is FREE as part of a special promotion.&nbsp; Check it out!</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/4/15/building-a-preschool-iphone-game-part-3.html"><rss:title>Building a Preschool iPhone Game, Part 3</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/4/15/building-a-preschool-iphone-game-part-3.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-04-15T18:00:00Z</dc:date><dc:subject>apps game production iphone preschool</dc:subject><content:encoded><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><a href="http://www.tentoed.com/frogs-and-fireflies"><img src="http://www.tentoed.com/storage/post-images/FandFinhand.jpg?__SQUARESPACE_CACHEVERSION=1271354026946" alt="" /></a></span></span>At last, it's available on the App Store!&nbsp; <a href="http://www.tentoed.com/frogs-and-fireflies">Frogs and Fireflies</a> was approved and made available on April 2nd.&nbsp; It's a little bit later than I was aiming for, but the nice thing about being your own boss is that you have no one to disappoint but yourself.&nbsp; We were experiencing some troubles getting the game to run reliably on 2G and 3G iPhones, and it took some time to iron those issues out.</p>
<p>Now it's on to promoting the app everywhere I can think of.&nbsp; The game has already been <a href="http://www.wired.com/geekdad/2010/04/frogs-and-fireflies/">reviewed on wired.com</a>, as well as a few different app blogs.</p>
<p>We already have plans to make a few updates to the game, and make it fully support the iPad.&nbsp; While the iPad is pretty neat device and shows a lot of potential for applications for children, my motivation is actually a desire to increase the visibility of the iPhone app.&nbsp; As of now, there are approximately 180 educational games on the iPad App Store.&nbsp; That is, if they all show in the browse by category function.&nbsp; There are approximately 4,460 educational games in the iPhone App Store, by the same sampling method.&nbsp; Of course, there are far fewer iPad devices out in the world than iPhone and iPod Touch devices, but if I can catch the attention of iPad owning parents, that might pull up our sales numbers enough to make us a little more visible in the iPhone App Store.&nbsp; As many iPhone owners and developers are aware, it's easiest to browse the store by what sells the best, which naturally makes it challenging to reach that distinction in the first place.</p>
<p>In addition to iPad support, the next update should include a practice mode, and levels.&nbsp; After that, we're moving on to create more games!</p>
<p>For more information on the creation of Frogs and Fireflies, see <a href="http://www.tentoed.com/gamedesign/2009/11/11/building-a-preschool-iphone-game-part-1.html">Part 1</a> and <a href="http://www.tentoed.com/gamedesign/2010/1/15/building-a-preschool-iphone-game-part-2.html">Part 2</a> in this series.&nbsp; To try the game, check it out <a href="http://itunes.apple.com/us/app/frogs-and-fireflies/id365088385?mt=8">on the App Store</a>!</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-little-hands-foul-moods-runny-noses-3.html"><rss:title>Live Blogging GDC 2010: Little Hands, Foul Moods, Runny Noses 3</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-little-hands-foul-moods-runny-noses-3.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-03-11T23:00:37Z</dc:date><dc:subject></dc:subject><content:encoded><![CDATA[<p>Subtitle: Research for Developing Kid-Friendly Social Gaming Experiences</p>
<p>Carla Engelbrecht Fisher is a colleague of mine I have worked with on a few educational gaming research projects at Sesame Workshop.&nbsp; She's awesome, and she's a PhD candidate at Teachers College, Columbia University.&nbsp; She has spoken about kids and games at GDC twice before, and the slides from those presentations (as well as this one) are available on <a href="http://playinvestigator.blogspot.com/">her website</a>.</p>
<p>Look at developmental milestone knowledge for your target age group before you design, don't just do testing afterward.&nbsp; But also remember that individual kids in age groups do vary.</p>
<p>Social gaming for kids &ne; Facebook.&nbsp; Kids under 13 aren't usually on Facebook.&nbsp; Hurdles include parent permission, COPPA, reading skills.&nbsp; Social gaming for kids DOES mean, two kids in one room playing together, Club Penguin type online games, ARGs, The Amanda Project.</p>
<p>Preschoolers: Egocentric "look at me!" manual dexterity is improving, but looking at screen while pressing or moving something in hands without looking at it can be tough.&nbsp; Learning feelings and what to do about them, how to interact with others and how they feel.&nbsp; Play with parents, jigsaw puzzles.&nbsp; Check out <a href="http://www.thehiddenpark.com/">The Hidden Park</a> and <a href="http://www.panwapa.com">Panwapa</a>.</p>
<p>5 to 8 years old: Beginning to read independently, increasing attention span, still struggling to understand others' point of view.&nbsp; Rules based play.&nbsp; Concrete operations for rules and perspective taking (thinking of outcomes of different moves in games), learning cooperation.</p>
<p>9 to 12 years old: Girls begin to show strong preference for social activities of traditional games.&nbsp; 40% of waking time is with peers.&nbsp; Check out 39 Clues, Pokemon.</p>
<p>13 years+: Adult preferences for gaming emerges.&nbsp; Prefer adult mechanics, use of abstract logic, tend to choose friends similar to themselves.&nbsp; Getting into IM and SMS.&nbsp; See Cathy's Book, The Amanda Project.&nbsp; Girls at this age are very social.</p>
<p>Peer relations:&nbsp; Kids do not just befriend anyone.&nbsp; 2 types: aggregate, dyadic (recpirocated).&nbsp; Shared interest in same toy, game.&nbsp; Kids with high self-esteem, successful in school or sports are more likely to have more friends.&nbsp; Friends help negotiate unfamiliar situations in life: bullying, divorce, relationships.&nbsp; Girls are really likely to help one another, esp. through difficulties that have experienced themselves.</p>
<p>Displacement effect:&nbsp; Not completely true that kids who play a lot of video games don't go outside, don't play sports.&nbsp; Playing time with friends online increases the time you spend with them outside the game. (Become more social at school, etc).&nbsp; Friendships can build arround games like DDR.</p>
<p>Prosocial development: When someone else is upset, young child will bring security blanket to share with them.&nbsp; Young children can identify different positive emotions more than negative.&nbsp; Prosocial behavior should be modeled to foster postive development.&nbsp; Those raised to cooperate are more likely to do it.&nbsp; It's a cultural thing.&nbsp; Rural kids are more cooperative than urban ones.&nbsp; Rewards can inadvertently cause competition.&nbsp; Cooperative platforms: Super Mario Bros Wii &amp; Little Big Planet, but might need additional scaffolding to foster cooperative behavior.</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-the-4-most-important-emotions-for-soc.html"><rss:title>Live Blogging GDC 2010: The 4 Most Important Emotions for Social Games</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-the-4-most-important-emotions-for-soc.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-03-11T17:02:06Z</dc:date><dc:subject></dc:subject><content:encoded><![CDATA[<p>Nicole Lazzaro is a researcher who helps clients make their games more fun.&nbsp; (See <a href="http://www.tentoed.com/gamedesign/2009/9/18/live-blogging-from-gdc-austin-ace-usability-and-avoid-kobaya.html">my notes from her GDC Austin 2009 talk</a> about usability and types of fun.)&nbsp; Kids games are often social, like many of the games for the Wii.&nbsp; Kids usually play games together, or socialize about games later (talking on the schoolyard, etc.) when they play alone.</p>
<p>WoW and FarmVille, separated at birth?&nbsp; High amounts of user interaction.&nbsp; What types of game experiences would you like to have in 2020?&nbsp; Children's games sometimes have one action: tag, you're it.&nbsp; 4 Keys to FamVille success: It has goals, social interaction, feedback/imagination (easy fun like making a picture with your crops), reward (collection/completion).</p>
<p>Why are social emotions important?&nbsp; People fun = more emotions.&nbsp; Requires 2 people, drives viral distribution and web 2.0 (people are excited to share).&nbsp; You connect, you give feedback, and you personalize.&nbsp; What emotions make players share?&nbsp; Inside jokes, social tokens, symbols increase value with use.&nbsp; <em>They create "us" and the outside.</em></p>
<ol>
<li>Amusement - laughter (lolcats), silly dancing</li>
<li>Amici - feeling of friendliness and chumminess.&nbsp; No word for it in the English language, that's Italian.&nbsp; </li>
<li>Amidar - Cleverness, amping up your inside jokes and evolving them. Increases your ranking in the relationship.</li>
<li>Amiero - reciprocity, like biting someone back in the FB vampire game</li>
</ol>
<p>Amusement mechanics: Language (like FB poke), Chat &amp; jokes, dancing, teasing, etc. Chocolate cow in FarmVille, dancing in WoW.&nbsp; Make players laugh.</p>
<p>Amici / chumminess mechanics: Feeling of interaction changes when you have attractive, cute character art.&nbsp; Clicking 'Like' on FB.&nbsp; People, pets &amp; plants = taking care of things makes you feel good.</p>
<p>Amidar mechanics: Friends as tools, like you have to trade assets to get ahead in Catan.&nbsp; Be able to compare, rank, be the mayor in Four Square.</p>
<p>Amiero mechanics: Reciprocity mechanics like healing in WoW, helping grow in FarmVille.</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-designing-for-kids-and-parents-playin.html"><rss:title>Live Blogging GDC 2010: Designing for Kids and Parents Playing Together</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-designing-for-kids-and-parents-playin.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-03-10T19:13:00Z</dc:date><dc:subject></dc:subject><content:encoded><![CDATA[<p>Jesse Schell takes the stage with a harmonica to call our attention.&nbsp; Nice.&nbsp; This talk is spawned off <a href="http://www.tentoed.com/gamedesign/2009/9/16/live-blogging-from-gdc-austin-reaching-a-new-demographic-kid.html" target="_blank">a panel at GDC Austin last year</a> that ended up discussing kids games more than kids and parents.</p>
<p>Parent &amp; Kid games that Schell Games has produced: Sum of All Thrills, ToonTown Online, DisneyQuest, Toy Story Mania</p>
<p>1) You have to decide to design for kids and parents playing together.&nbsp; It does not happen by accident.&nbsp; Think about what parent will do, what kid will do</p>
<p>2) Find themes both kids and parents will care about.&nbsp; Like pirates, classic practical jokes, tension between work and play.&nbsp; Book: Last Child in the Woods - children don't go outside anymore. -&gt; inspired Pixie Hollow.&nbsp; One pixie talks to you directly, not your avatar.&nbsp; She gives you tasks to do outside, like find pinecones, give trees you see names.&nbsp; Nostalgia bridges the generation gap (like Disney World) use classic elements, like SpongeBob is sim to Looney Tunes.</p>
<p>3) Understand what families want - and provide it!&nbsp; Our culture tears families apart, distractions, work hours, divorce, etc.&nbsp; Hercules in the Underworld - saw tense family fighting with each other in the line, came out from game with tension gone, kids are excited "awesome!", dad thought it was beautiful.&nbsp; Gives family shared accomplishment.&nbsp; "We did this thing together."&nbsp; Parents want to feel they have provided meaningful, useful experiences, feel they have provided something for children.&nbsp; Kids want to feel more emotionally connected to their families (but kids can't tell you this, even if you asked them).&nbsp; Both kids and parents want to connect to distant relatives.&nbsp; &lt;- Untapped opportunity.</p>
<p>4) Parents want to teach, kids want to learn.&nbsp; Could be educational, could be something like jokes.&nbsp; "Ambulance chaser" - if parents find it funny, kid wants to learn why it's funny.&nbsp; Now you've designed a moment they shared.&nbsp; Kids are aspirational.&nbsp; Create a situation where they are in over their heads and need parent's help.&nbsp; Two stage game where kids have activity, parents have activity (Electric Co example)</p>
<p>5) Co-opt existing roles for quick immersion.&nbsp; Webkinz, Pirates of Caribbean game where mom drives, other family members shoot cannons, etc.</p>
<p>6) Role reversals delight everyone.&nbsp; Everyone wants a break from the kid/parent relationship.&nbsp; Let kids be in charge.&nbsp; When a child's skills surpasses skills of the parent, it's a landmark moment.</p>
<p>7) Consider gender issues.&nbsp; Mom/Dad, Brother/Sister, Father/Daughter, Father/Mother, Mother/Son, Mother/Daughter.</p>
<p>8) Deciding to pay is a collaboration between kids and parents.&nbsp; Kids have to want it, parents have to know they want it and believe they'll use it, etc.&nbsp; ToonTown used monthly mailers to give parents and kids a together moment, because parent gives kid mail, parent sees excitement.</p>
<p>9) Safety is paramount.&nbsp; Parents think of language, violence.&nbsp; 13 yr old meeting adults in chat areas, etc.&nbsp; Monitor chat, only allow chats between ppl confirmed to know one another in real world, have good quality canned phrases ppl actually want to use.</p>
<p>10) Design for the family as well as for the individuals.&nbsp; Design to let them connect with each other, but understand their busy schedules also.</p>
<p>The connection between parents and children is the strongest emotional force we know.&nbsp; If you can harness that, your game will be very powerful.&nbsp; Dispatches from the Pixie Glade - Mom's blog about Pixie Hollow.</p>]]></content:encoded></rss:item><rss:item rdf:about="http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-research-on-design-patterns-for-effec.html"><rss:title>Live Blogging GDC 2010: Research on Design Patterns for Effective Educational Games</rss:title><rss:link>http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-research-on-design-patterns-for-effec.html</rss:link><dc:creator>Traci Lawson</dc:creator><dc:date>2010-03-10T18:03:15Z</dc:date><dc:subject></dc:subject><content:encoded><![CDATA[<p>Speakers: Jan Plass, Ken Perlin and Katherine Isbister from the Games for Learning Institute</p>
<p>When it comes to using things like games for education, producers try things without knowing if they worked or not.&nbsp; Goal is not to make one killer game, but to make games that are scientific instruments to study what works and what doesn't work.&nbsp; They make lots of mini games.</p>
<p>Factory Actor: several variants on one game, variables to change to see how players learn prime factorization.&nbsp; Better to compete, or to have 2 players work together?&nbsp; Also Super Transformation, Prime Beef, EcoSim&nbsp; See http://g4li.org</p>
<p>Unmouse Pad, put hand right on it, pressure sensitive.&nbsp; Allows for affective computing.&nbsp; Less expensive than a tablet. Posterior (butt) sensor in chair to measure posture -&gt; interest, slouching = boredom, leaning in = interest</p>
<p>Parts of a learning game: 1) head, player's understanding&nbsp; 2) game mechanic, rules of play 3) aesthetic design, graphics &amp; sound&nbsp; 4) narrative drive, moves story forward&nbsp; 5) extrinsic rewards, points, ranking&nbsp; 6) intrinsic rewards, improving skills **most important part** this moves you up, whereas #4 moves you forward.&nbsp; #6 is closely tied to Csikszentmihalyi's concept of Flow (see <a href="http://www.tentoed.com/gamedesign/2009/8/19/report-from-2009-boston-gameloop.html">my notes from Boston GameLoop 2009</a>)</p>
<p>Design Process: Interview and observe kids and game designers who make learning games (presented at CHI 2010 Designing Games for Learning)&nbsp; Findings: Deep content not 'bolted on', with innovative mechanics, exploration of systems, engage emotions.&nbsp; Got list of things teachers find difficult to convey with traditional classroom teaching methods.</p>
<p>Research: Study impact of player characteristics on outcomes.&nbsp; Design patterns that would be reusable.&nbsp; Run experiments to compare different methods.&nbsp; Playtech by Colleen Macklin.&nbsp; Rapunsel: teaches girls to program (My note: Sounds similar to <a href="ss_temp_url">Alice</a> at CMU) outcome was designing an avatar.&nbsp; Concept of self as programmer, and self-esteem increased, thinks of self more as scientist&nbsp; Simulations Research: teaching HS chemistry, iconic rep of key info, sim exploration v. direct instruction, sim efficacy, engagement &amp; graphing skills Self exploration is better than just feeding facts (contrary to other published research).&nbsp; Emotion Research: Positive emotions increase comprehension and transfer.&nbsp; Eye tracking research: expert/novice differences.</p>
<p>Design patterns for edu games: genre-specific, topic-specific, constructing things is fun, strong narratives provide sufficient incentive (like Prof Layton), games can be engaging without visuals (Tribalwars), games can be engaging and addicitive without necessarily being fun.&nbsp; The more intrinsic motivation, the less extrinsic is needed.</p>
<p>Engagement is much better in their lab than at the after school centers.&nbsp; Triangulation of self report, behavior and bio-metrics.&nbsp; Embedded assessment in the game.&nbsp; What does it mean, within the game, to have something learned.</p>
<p>More prepared student vs less prepared student trajectories.&nbsp; Must adapt to both.</p>]]></content:encoded></rss:item></rdf:RDF>